OBD talk:BINA/OBJC/CMBT: Difference between revisions
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::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST) | ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST) | ||
:Finished table of original content, made new table for new content, suggested first new CMBT profile '''Default'''. I keep in mind what you have said (extend original instead of replacing), but this profile is IMO the must to replace Stand_and_Fire. Point is that char with it will just stand as a dummy, indicating to you that he has no CMBT profile or wrong value is inputed in CHAR. | :Finished table of original content, made new table for new content, suggested first new CMBT profile '''Default'''. I keep in mind what you have said (extend original instead of replacing), but this profile is IMO the must to replace Stand_and_Fire. Point is that char with it will just stand as a dummy, indicating to you that he has no CMBT profile or wrong value is inputed in CHAR. | ||
::[[User:Loser|Loser]] 21:15, 25 July 2007 (CEST) | |||
:I thought the original CHAR already used -1 for that... | |||
::[[User:Geyser|geyser]] 00:20, 26 July 2007 (CEST) | |||
:TRAM stuff looks hot. Mwhehehe. BTW I have came across strange bug in lookup routines. When you fall from great height and you die, or if you are punched/kicked in mid-air, you should go not into ''knockdown'' anim (that is just a substitute) but to ''land_dead'' anim. But the whole this is messed up somehow, so engine keeps using knockdown anims. | :TRAM stuff looks hot. Mwhehehe. BTW I have came across strange bug in lookup routines. When you fall from great height and you die, or if you are punched/kicked in mid-air, you should go not into ''knockdown'' anim (that is just a substitute) but to ''land_dead'' anim. But the whole this is messed up somehow, so engine keeps using knockdown anims. | ||
:: | ::[[User:Loser|Loser]] 21:15, 25 July 2007 (CEST) | ||
:As for lookups, we'll probably get extensive info from Neo Soon(TM)... basically a decompiled Totoro. | |||
:As for collision prediction, we haven't figured the extent part etc completely yet. It's a bit messy. | |||
:Anyway, I think improved MELE will be plenty enough. Prediction data is not meant for manual editing. | |||
::[[User:Geyser|geyser]] 00:20, 26 July 2007 (CEST) | |||
:BTW, the reason why the MELE checks the ONCC for techniques is very probably the ONCC's TRAC. | |||
:When and if we make all the ONCC global, we will no longer need those duplicates for thugs... | |||
:Actually, what happens if a CHAR has a MELE ID which looks for an ONCC that is not present? | |||
::[[User:Geyser|geyser]] 00:20, 26 July 2007 (CEST) |
Revision as of 22:20, 25 July 2007
CMBT "sorta improvement" project - discussion
Original 19 profiles are:
Name | ID | Behavior part | Combat part | Non-combatant part | Alarm behavior | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
long range |
medium range |
short range |
medium retreat |
long retreat |
long/medium range |
medium/short range |
pursuit range |
melee override |
if no gun | panic hurt |
panic gunfire |
panic melee |
panic sight |
search distance |
enemy ignore distance |
enemy attack distance |
damage treshold |
fight timer | ||
Stand_and_Fire | 0 | hold and fire | 120 | 40 | 200 | if punched | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Sniper | 0xCF=207 | hold and fire | 200 | 20 | 10 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Take_my_Big_Black_Stuff | 3 | stare | 200 | 40 | 200 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Assault | 4 | firing charge | hold and fire | firing charge | hold and fire | 200 | 40 | 200 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | |
Shoot_And_Fight | 2 | firing charge | hold and fire | firing charge | 200 | 40 | 400 | if punched | melee | 600 | 900 | 600 | 1200 | 1000 | 80 | 0 | 30 | 300 | ||
Murder | 1 | hold and fire | 50 | 20 | 20 | if punched | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Civilian | 5 | stare | 200 | 100 | 200 | no | retreat | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Pursuit | 6 | firing charge | hold and fire | firing charge | 200 | 40 | 0 | if punched | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||
Group_battle | 7 | hold and fire | 100 | 20 | 10 | if punched | retreat | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Watchman | 8 | hold and fire | 200 | 40 | 0 | if punched | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Barabbas_TCTF | 9 | Barabbas advance | Barabbas shoot | Barabbas melee | Barabbas shoot | Barabbas advance | 170 | 30 | 0 | short range | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 |
COMGUY | 0x0a=10 | hold and fire | 200 | 40 | 200 | no | run to alarm | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
SuperNinja | 0x0b=11 | Superninja fireball | Superninja advance | Superninja melee | Superninja advance | Superninja fireball | 90 | 40 | 0 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 |
Griffin | 0x0c=12 | firing charge | hold and fire | firing charge | 200 | 40 | 200 | if punched | retreat | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||
Alarm Guard | 0x0e=14 | firing charge | hold and fire | melee | hold and fire | firing charge | 200 | 40 | 1000 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 |
Mutant_Muro | 0x0d=13 | Muro thunderbolt | Mutant Muro melee | Muro thunderbolt | 120 | 40 | 0 | always melee | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||
Sniper For Joe | 0xd0=208 | hold and fire | 400 | 50 | 10 | if punched | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 | ||||
Non-Combatant | 0x0f=15 | none | 200 | 40 | 200 | short range | melee | 600 | 600 | 600 | 600 | 300 | 80 | 0 | 30 | 300 | ||||
Griffin_Final | 0x10=16 | firing charge | hold and fire | firing charge | 200 | 40 | 200 | no | melee | 600 | 900 | 600 | 1200 | 300 | 80 | 0 | 30 | 300 |
New profiles are:
Name | ID | Behavior part | Combat part | Non-combatant part | Alarm behavior | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
long range |
medium range |
short range |
medium retreat |
long retreat |
long/medium range |
medium/short range |
pursuit range |
melee override |
if no gun | panic hurt |
panic gunfire |
panic melee |
panic sight |
search distance |
enemy ignore distance |
enemy attack distance |
damage treshold |
fight timer | ||
Default | 0 | none | 0 | 0 | 0 | no | melee | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
- Looking at your latest edits, you really did a great job, man...
- I wouldn't discuss the possibilities or plan the modding here.
- For that I recommend the Talk pages of the respective resources.
- geyser 18:59, 25 July 2007 (CEST)
- About CMBT and MELE - public releases would of course be single OBJC.
- But for "experts" you could release single chunks: easier to work with.
- Or you can put such wiki-tables on display: maybe it's even better...
- geyser 18:59, 25 July 2007 (CEST)
- As for weapons: feel free to release ONWC with firing-spreads ASAP.
- Whatever tweaking is needed in the ONCC, it can be added later.
- geyser 18:59, 25 July 2007 (CEST)
- As for Rugby and CTF: the parameters are "still very promising".
- Maybe there's enough for me to get started, but I'm not sure yet.
- Tackling is good, but for Rugby there'll have to be sliding, too.
- Note that sliding is not the only option: running kicks work too.
- geyser 18:59, 25 July 2007 (CEST)
- Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
- It's better to test and to compare: just change an ID in the CHAR.
- Then, when you're done, you can keep the many profiles in the OBJC
- (just flip the IDs between the old MELEE/CMBT and the improved one)
- geyser 18:59, 25 July 2007 (CEST)
- As for the unknown parts of the TRAM, they're almost known now.
- The "danger zone" is a rough test for incoming melee attacks.
- The "extent" part is an additional, much finer collision test.
- It's not actually a real-time collision - more like prediction.
- The AI know where the damage-dealing volume will be.
- Depending on how close it "would come", they dodge/block/etc.
- There's not much room for improvement there, but it's OK.
- geyser 18:59, 25 July 2007 (CEST)
- Finished table of original content, made new table for new content, suggested first new CMBT profile Default. I keep in mind what you have said (extend original instead of replacing), but this profile is IMO the must to replace Stand_and_Fire. Point is that char with it will just stand as a dummy, indicating to you that he has no CMBT profile or wrong value is inputed in CHAR.
- Loser 21:15, 25 July 2007 (CEST)
- I thought the original CHAR already used -1 for that...
- geyser 00:20, 26 July 2007 (CEST)
- TRAM stuff looks hot. Mwhehehe. BTW I have came across strange bug in lookup routines. When you fall from great height and you die, or if you are punched/kicked in mid-air, you should go not into knockdown anim (that is just a substitute) but to land_dead anim. But the whole this is messed up somehow, so engine keeps using knockdown anims.
- Loser 21:15, 25 July 2007 (CEST)
- As for lookups, we'll probably get extensive info from Neo Soon(TM)... basically a decompiled Totoro.
- As for collision prediction, we haven't figured the extent part etc completely yet. It's a bit messy.
- Anyway, I think improved MELE will be plenty enough. Prediction data is not meant for manual editing.
- geyser 00:20, 26 July 2007 (CEST)
- BTW, the reason why the MELE checks the ONCC for techniques is very probably the ONCC's TRAC.
- When and if we make all the ONCC global, we will no longer need those duplicates for thugs...
- Actually, what happens if a CHAR has a MELE ID which looks for an ONCC that is not present?
- geyser 00:20, 26 July 2007 (CEST)